mirror of
https://github.com/fulpstation/fulpstation.git
synced 2025-12-09 16:09:15 +00:00
Several months worth of updates. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
863 lines
28 KiB
Plaintext
863 lines
28 KiB
Plaintext
//check_target_facings() return defines
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/// Two mobs are facing the same direction
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#define FACING_SAME_DIR 1
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/// Two mobs are facing each others
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#define FACING_EACHOTHER 2
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/// Two mobs one is facing a person, but the other is perpendicular
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#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
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/// Returns one of the human blood types at random, weighted by their rarity
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/proc/random_human_blood_type()
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RETURN_TYPE(/datum/blood_type)
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return get_blood_type(pick_weight(
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list(
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BLOOD_TYPE_O_MINUS = 4,
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BLOOD_TYPE_O_PLUS = 36,
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BLOOD_TYPE_A_MINUS = 3,
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BLOOD_TYPE_A_PLUS = 28,
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BLOOD_TYPE_B_MINUS= 1,
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BLOOD_TYPE_B_PLUS = 20,
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BLOOD_TYPE_AB_MINUS = 1,
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BLOOD_TYPE_AB_PLUS = 5,
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)))
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/proc/random_eye_color()
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switch(pick(20;"brown",20;"hazel",20;"grey",15;"blue",15;"green",1;"amber",1;"albino"))
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if("brown")
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return COLOR_BROWNER_BROWN
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if("hazel")
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return "#554422"
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if("grey")
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return pick("#666666","#777777","#888888","#999999","#aaaaaa","#bbbbbb","#cccccc")
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if("blue")
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return "#3366cc"
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if("green")
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return "#006600"
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if("amber")
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return "#ffcc00"
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if("albino")
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return "#" + pick("cc","dd","ee","ff") + pick("00","11","22","33","44","55","66","77","88","99") + pick("00","11","22","33","44","55","66","77","88","99")
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else
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return COLOR_BLACK
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/proc/random_hair_color()
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var/static/list/natural_hair_colors = list(
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"#111111", "#362925", "#3B3831", "#41250C", "#412922",
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"#544C49", "#583322", "#593029", "#703b30", "#714721",
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"#744729", "#74482a", "#7b746e", "#855832", "#863019",
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"#8c4734", "#9F550E", "#A29A96", "#A4381C", "#B17B41",
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"#C0BAB7", "#EFE5E4", "#F7F3F1", "#FFF2D6", "#a15537",
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"#a17e61", "#b38b67", "#ba673c", "#c89f73", "#d9b380",
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"#dbc9b8", "#e1621d", "#e17d17", "#e1af93", "#f1cc8f",
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"#fbe7a1",
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)
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return pick(natural_hair_colors)
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/proc/random_underwear(gender)
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if(length(SSaccessories.underwear_list) == 0)
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CRASH("No underwear to choose from!")
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switch(gender)
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if(MALE)
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return pick(SSaccessories.underwear_m)
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if(FEMALE)
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return pick(SSaccessories.underwear_f)
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else
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return pick(SSaccessories.underwear_list)
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/proc/random_undershirt(gender)
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if(length(SSaccessories.undershirt_list) == 0)
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CRASH("No undershirts to choose from!")
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switch(gender)
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if(MALE)
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return pick(SSaccessories.undershirt_m)
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if(FEMALE)
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return pick(SSaccessories.undershirt_f)
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else
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return pick(SSaccessories.undershirt_list)
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/proc/random_socks()
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if(length(SSaccessories.socks_list) == 0)
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CRASH("No socks to choose from!")
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return pick(SSaccessories.socks_list)
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/proc/random_backpack()
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return pick(GLOB.backpacklist)
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/proc/random_hairstyle(gender)
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switch(gender)
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if(MALE)
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return pick(SSaccessories.hairstyles_male_list)
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if(FEMALE)
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return pick(SSaccessories.hairstyles_female_list)
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else
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return pick(SSaccessories.hairstyles_list)
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/proc/random_facial_hairstyle(gender)
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switch(gender)
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if(MALE)
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return pick(SSaccessories.facial_hairstyles_male_list)
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if(FEMALE)
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return pick(SSaccessories.facial_hairstyles_female_list)
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else
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return pick(SSaccessories.facial_hairstyles_list)
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GLOBAL_LIST_INIT(skin_tones, sort_list(list(
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"albino",
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"caucasian1",
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"caucasian2",
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"caucasian3",
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"latino",
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"mediterranean",
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"asian1",
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"asian2",
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"arab",
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"indian",
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"mixed1",
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"mixed2",
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"mixed3",
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"mixed4",
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"african1",
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"african2"
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)))
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GLOBAL_LIST_INIT(skin_tone_names, list(
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"african1" = "Medium brown",
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"african2" = "Dark brown",
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"albino" = "Albino",
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"arab" = "Light brown",
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"asian1" = "Ivory",
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"asian2" = "Beige",
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"caucasian1" = "Porcelain",
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"caucasian2" = "Light peach",
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"caucasian3" = "Peach",
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"indian" = "Brown",
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"latino" = "Light beige",
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"mediterranean" = "Olive",
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"mixed1" = "Chestnut",
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"mixed2" = "Walnut",
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"mixed3" = "Coffee",
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"mixed4" = "Macadamia",
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))
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/proc/age2agedescription(age)
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switch(age)
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if(0 to 1)
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return "infant"
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if(1 to 3)
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return "toddler"
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if(3 to 13)
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return "child"
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if(13 to 19)
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return "teenager"
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if(19 to 30)
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return "young adult"
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if(30 to 45)
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return "adult"
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if(45 to 60)
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return "middle-aged"
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if(60 to 70)
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return "aging"
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if(70 to INFINITY)
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return "elderly"
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else
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return "unknown"
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//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
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/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
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if(check_clicks && next_move > world.time)
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return FALSE
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return TRUE
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//pass a list in the format list("health" = mob's health var) to check health during this
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/mob/living/break_do_after_checks(list/checked_health, check_clicks)
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if(islist(checked_health))
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if(health < checked_health["health"])
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return FALSE
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checked_health["health"] = health
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return ..()
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/**
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* Timed action involving one mob user. Target is optional.
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*
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* Checks that `user` does not move, change hands, get stunned, etc. for the
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* given `delay`. Returns `TRUE` on success or `FALSE` on failure.
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*
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* @param {mob} user - The mob performing the action.
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*
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* @param {number} delay - The time in deciseconds. Use the SECONDS define for readability. `1 SECONDS` is 10 deciseconds.
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*
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* @param {atom} target - The target of the action. This is where the progressbar will display.
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*
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* @param {flag} timed_action_flags - Flags to control the behavior of the timed action.
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*
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* @param {boolean} progress - Whether to display a progress bar / cogbar.
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*
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* @param {datum/callback} extra_checks - Additional checks to perform before the action is executed.
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*
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* @param {string} interaction_key - The assoc key under which the do_after is capped, with max_interact_count being the cap. Interaction key will default to target if not set.
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*
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* @param {number} max_interact_count - The maximum amount of interactions allowed.
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*
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* @param {boolean} hidden - By default, any action 1 second or longer shows a cog over the user while it is in progress. If hidden is set to TRUE, the cog will not be shown.
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*
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* @param {icon} icon - The icon file of the cog. Default: 'icons/effects/progressbar.dmi'
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*
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* @param {iconstate} iconstate - The icon state of the cog. Default: "Cog"
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*/
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/proc/do_after(mob/user, delay, atom/target, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1, hidden = FALSE, icon = 'icons/effects/progressbar.dmi', iconstate = "cog")
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if(!user)
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return FALSE
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if(!isnum(delay))
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CRASH("do_after was passed a non-number delay: [delay || "null"].")
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if(!interaction_key && target)
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interaction_key = target //Use the direct ref to the target
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if(interaction_key) //Do we have a interaction_key now?
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var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0
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if(current_interaction_count >= max_interact_count) //We are at our peak
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return
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LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1)
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var/atom/user_loc = user.loc
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var/atom/target_loc = target?.loc
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var/drifting = FALSE
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if(!isnull(user.drift_handler))
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drifting = TRUE
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var/holding = user.get_active_held_item()
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#ifdef UNIT_TESTS
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timed_action_flags &= ~IGNORE_SLOWDOWNS //it shouldn't stop unit test dummies from being fast as hell
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#endif
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if(!(timed_action_flags & IGNORE_SLOWDOWNS))
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delay *= user.cached_multiplicative_actions_slowdown
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var/datum/progressbar/progbar
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var/datum/cogbar/cog
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if(progress)
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if(user.client)
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progbar = new(user, delay, target || user)
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if(!hidden && delay >= 1 SECONDS)
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cog = new(user, icon, iconstate)
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SEND_SIGNAL(user, COMSIG_DO_AFTER_BEGAN)
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var/endtime = world.time + delay
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var/starttime = world.time
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. = TRUE
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while (world.time < endtime)
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stoplag(1)
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if(!QDELETED(progbar))
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progbar.update(world.time - starttime)
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if(drifting && isnull(user.drift_handler))
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drifting = FALSE
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user_loc = user.loc
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if(QDELETED(user) \
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|| (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \
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|| (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \
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|| (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \
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|| (extra_checks && !extra_checks.Invoke()))
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. = FALSE
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break
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if(target && (user != target) && \
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(QDELETED(target) \
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|| (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target.loc != target_loc)))
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. = FALSE
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break
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if(!QDELETED(progbar))
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progbar.end_progress()
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cog?.remove()
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if(interaction_key)
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var/reduced_interaction_count = (LAZYACCESS(user.do_afters, interaction_key) || 0) - 1
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if(reduced_interaction_count > 0) // Not done yet!
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LAZYSET(user.do_afters, interaction_key, reduced_interaction_count)
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return
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// all out, let's clear er out fully
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LAZYREMOVE(user.do_afters, interaction_key)
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SEND_SIGNAL(user, COMSIG_DO_AFTER_ENDED)
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/// Returns the total amount of do_afters this mob is taking part in
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/mob/proc/do_after_count()
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var/count = 0
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for(var/key in do_afters)
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count += do_afters[key]
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return count
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/proc/is_species(A, species_datum)
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. = FALSE
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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if(H.dna && istype(H.dna.species, species_datum))
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. = TRUE
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/// Returns if the given target is a human. Like, a REAL human.
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/// Not a moth, not a felinid (which are human subtypes), but a human.
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/proc/ishumanbasic(target)
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if (!ishuman(target))
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return FALSE
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var/mob/living/carbon/human/human_target = target
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return human_target.dna?.species?.type == /datum/species/human
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/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args)
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var/turf/T = get_turf(target)
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if(!T)
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CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
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var/list/new_args = list(T)
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if(extra_args)
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new_args += extra_args
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var/atom/X
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for(var/j in 1 to amount)
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X = new spawn_type(arglist(new_args))
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if (admin_spawn)
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X.flags_1 |= ADMIN_SPAWNED_1
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return X //return the last mob spawned
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/proc/spawn_and_random_walk(spawn_type, target, amount, walk_chance=100, max_walk=3, always_max_walk=FALSE, admin_spawn=FALSE, cardinals_only = TRUE)
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var/turf/T = get_turf(target)
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var/step_count = 0
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if(!T)
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CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
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var/list/spawned_mobs = new(amount)
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for(var/j in 1 to amount)
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var/atom/movable/X
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if (istype(spawn_type, /list))
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var/mob_type = pick(spawn_type)
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X = new mob_type(T)
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else
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X = new spawn_type(T)
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if (admin_spawn)
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X.flags_1 |= ADMIN_SPAWNED_1
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spawned_mobs[j] = X
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if(always_max_walk || prob(walk_chance))
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if(always_max_walk)
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step_count = max_walk
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else
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step_count = rand(1, max_walk)
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for(var/i in 1 to step_count)
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step(X, cardinals_only ? pick(GLOB.cardinals) : pick(GLOB.alldirs))
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return spawned_mobs
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// Displays a message in deadchat, sent by source. source is not linkified, message is, to avoid stuff like character names to be linkified.
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// Automatically gives the class deadsay to the whole message (message + source)
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/proc/deadchat_broadcast(message, source=null, mob/follow_target=null, turf/turf_target=null, speaker_key=null, message_type=DEADCHAT_REGULAR, admin_only=FALSE)
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message = span_deadsay("[source][span_linkify(message)]")
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if(admin_only)
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message += span_deadsay(" (This is viewable to admins only).")
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for(var/mob/M in GLOB.player_list)
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var/chat_toggles = TOGGLES_DEFAULT_CHAT
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var/toggles = TOGGLES_DEFAULT
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var/list/ignoring
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if(M.client?.prefs)
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var/datum/preferences/prefs = M.client?.prefs
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chat_toggles = prefs.chat_toggles
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toggles = prefs.toggles
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ignoring = prefs.ignoring
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if(admin_only)
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if(!M.client?.holder)
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continue
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var/override = FALSE
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if(M.client?.holder && (chat_toggles & CHAT_DEAD))
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override = TRUE
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if(HAS_TRAIT(M, TRAIT_SIXTHSENSE) && message_type == DEADCHAT_REGULAR)
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override = TRUE
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if(SSticker.current_state == GAME_STATE_FINISHED)
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override = TRUE
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if(isnewplayer(M) && !override)
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continue
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if(M.stat != DEAD && !override)
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continue
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if(speaker_key && (speaker_key in ignoring))
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continue
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switch(message_type)
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if(DEADCHAT_DEATHRATTLE)
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if(toggles & DISABLE_DEATHRATTLE)
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continue
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if(DEADCHAT_ARRIVALRATTLE)
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if(toggles & DISABLE_ARRIVALRATTLE)
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continue
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if(DEADCHAT_LAWCHANGE)
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if(!(chat_toggles & CHAT_GHOSTLAWS))
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continue
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if(DEADCHAT_LOGIN_LOGOUT)
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if(!(chat_toggles & CHAT_LOGIN_LOGOUT))
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continue
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if(isobserver(M))
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var/rendered_message = message
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if(follow_target)
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var/F
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if(turf_target)
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F = FOLLOW_OR_TURF_LINK(M, follow_target, turf_target)
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else
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F = FOLLOW_LINK(M, follow_target)
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rendered_message = "[F] [message]"
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else if(turf_target)
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var/turf_link = TURF_LINK(M, turf_target)
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rendered_message = "[turf_link] [message]"
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to_chat(M, rendered_message, avoid_highlighting = speaker_key == M.key)
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else
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to_chat(M, message, avoid_highlighting = speaker_key == M.key)
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//Used in chemical_mob_spawn. Generates a random mob based on a given gold_core_spawnable value.
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/proc/create_random_mob(spawn_location, mob_class = HOSTILE_SPAWN)
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var/static/list/mob_spawn_meancritters = list() // list of possible hostile mobs
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var/static/list/mob_spawn_nicecritters = list() // and possible friendly mobs
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if(mob_spawn_meancritters.len <= 0 || mob_spawn_nicecritters.len <= 0)
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for(var/T in typesof(/mob/living/simple_animal))
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var/mob/living/simple_animal/SA = T
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switch(initial(SA.gold_core_spawnable))
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if(HOSTILE_SPAWN)
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mob_spawn_meancritters += T
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if(FRIENDLY_SPAWN)
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mob_spawn_nicecritters += T
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for(var/mob/living/basic/basic_mob as anything in typesof(/mob/living/basic))
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switch(initial(basic_mob.gold_core_spawnable))
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if(HOSTILE_SPAWN)
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mob_spawn_meancritters += basic_mob
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if(FRIENDLY_SPAWN)
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mob_spawn_nicecritters += basic_mob
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var/chosen
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if(mob_class == FRIENDLY_SPAWN)
|
|
chosen = pick(mob_spawn_nicecritters)
|
|
else
|
|
chosen = pick(mob_spawn_meancritters)
|
|
var/mob/living/spawned_mob = new chosen(spawn_location)
|
|
return spawned_mob
|
|
|
|
/proc/passtable_on(target, source)
|
|
var/mob/living/L = target
|
|
if (!HAS_TRAIT(L, TRAIT_PASSTABLE) && L.pass_flags & PASSTABLE)
|
|
ADD_TRAIT(L, TRAIT_PASSTABLE, INNATE_TRAIT)
|
|
ADD_TRAIT(L, TRAIT_PASSTABLE, source)
|
|
L.pass_flags |= PASSTABLE
|
|
|
|
/proc/passtable_off(target, source)
|
|
var/mob/living/L = target
|
|
REMOVE_TRAIT(L, TRAIT_PASSTABLE, source)
|
|
if(!HAS_TRAIT(L, TRAIT_PASSTABLE))
|
|
L.pass_flags &= ~PASSTABLE
|
|
|
|
/proc/passwindow_on(target, source)
|
|
var/mob/living/target_mob = target
|
|
if (!HAS_TRAIT(target_mob, TRAIT_PASSWINDOW) && target_mob.pass_flags & PASSWINDOW)
|
|
ADD_TRAIT(target_mob, TRAIT_PASSWINDOW, INNATE_TRAIT)
|
|
ADD_TRAIT(target_mob, TRAIT_PASSWINDOW, source)
|
|
target_mob.pass_flags |= PASSWINDOW
|
|
|
|
/proc/passwindow_off(target, source)
|
|
var/mob/living/target_mob = target
|
|
REMOVE_TRAIT(target_mob, TRAIT_PASSWINDOW, source)
|
|
if(!HAS_TRAIT(target_mob, TRAIT_PASSWINDOW))
|
|
target_mob.pass_flags &= ~PASSWINDOW
|
|
|
|
/proc/dance_rotate(atom/movable/AM, datum/callback/callperrotate, set_original_dir=FALSE)
|
|
set waitfor = FALSE
|
|
var/originaldir = AM.dir
|
|
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
|
|
if(!AM)
|
|
return
|
|
AM.setDir(i)
|
|
callperrotate?.Invoke()
|
|
sleep(0.1 SECONDS)
|
|
if(set_original_dir)
|
|
AM.setDir(originaldir)
|
|
|
|
///////////////////////
|
|
///Silicon Mob Procs///
|
|
///////////////////////
|
|
|
|
//Returns a list of unslaved cyborgs
|
|
/proc/active_free_borgs()
|
|
. = list()
|
|
for(var/mob/living/silicon/robot/borg in GLOB.silicon_mobs)
|
|
if(borg.connected_ai || borg.shell)
|
|
continue
|
|
if(borg.stat == DEAD)
|
|
continue
|
|
if(borg.emagged || borg.scrambledcodes)
|
|
continue
|
|
. += borg
|
|
|
|
//Returns a list of AI's
|
|
/proc/active_ais(check_mind = FALSE, z = null, skip_syndicate = FALSE, only_syndicate = FALSE)
|
|
. = list()
|
|
for(var/mob/living/silicon/ai/ai as anything in GLOB.ai_list)
|
|
if(ai.stat == DEAD)
|
|
continue
|
|
if(ai.control_disabled)
|
|
continue
|
|
var/syndie_ai = istype(ai, /mob/living/silicon/ai/weak_syndie)
|
|
if(skip_syndicate && syndie_ai)
|
|
continue
|
|
if(only_syndicate && !syndie_ai)
|
|
continue
|
|
if(check_mind && !ai.mind)
|
|
continue
|
|
if(!isnull(z) && z != ai.z && (!is_station_level(z) || !is_station_level(ai.z))) //if a Z level was specified, AND the AI is not on the same level, AND either is off the station...
|
|
continue
|
|
. += ai
|
|
|
|
//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
|
|
/proc/select_active_ai_with_fewest_borgs(z)
|
|
var/mob/living/silicon/ai/selected
|
|
var/list/active = active_ais(FALSE, z)
|
|
for(var/mob/living/silicon/ai/A in active)
|
|
if(!selected || (selected.connected_robots.len > A.connected_robots.len))
|
|
selected = A
|
|
|
|
return selected
|
|
|
|
/proc/select_active_free_borg(mob/user)
|
|
var/list/borgs = active_free_borgs()
|
|
if(borgs.len)
|
|
if(user)
|
|
. = input(user,"Unshackled cyborg signals detected:", "Cyborg Selection", borgs[1]) in sort_list(borgs)
|
|
else
|
|
. = pick(borgs)
|
|
return .
|
|
|
|
/proc/select_active_ai(mob/user, z = null, skip_syndicate, only_syndicate)
|
|
var/list/ais = active_ais(FALSE, z, skip_syndicate, only_syndicate)
|
|
if(ais.len)
|
|
if(user)
|
|
. = input(user,"AI signals detected:", "AI Selection", ais[1]) in sort_list(ais)
|
|
else
|
|
. = pick(ais)
|
|
return .
|
|
|
|
/**
|
|
* Used to get the amount of change between two body temperatures
|
|
*
|
|
* When passed the difference between two temperatures returns the amount of change to temperature to apply.
|
|
* The change rate should be kept at a low value tween 0.16 and 0.02 for optimal results.
|
|
* vars:
|
|
* * temp_diff (required) The difference between two temperatures
|
|
* * change_rate (optional)(Default: 0.06) The rate of range multiplier
|
|
*/
|
|
/proc/get_temp_change_amount(temp_diff, change_rate = 0.06)
|
|
if(temp_diff < 0)
|
|
return -(BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 - (temp_diff * change_rate))
|
|
return (BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 + (temp_diff * change_rate))
|
|
|
|
#define ISADVANCEDTOOLUSER(mob) (HAS_TRAIT(mob, TRAIT_ADVANCEDTOOLUSER) && !HAS_TRAIT(mob, TRAIT_DISCOORDINATED_TOOL_USER))
|
|
|
|
/// Gets the client of the mob, allowing for mocking of the client.
|
|
/// You only need to use this if you know you're going to be mocking clients somewhere else.
|
|
#define GET_CLIENT(mob) (##mob.client || ##mob.mock_client)
|
|
|
|
///Orders mobs by type then by name. Accepts optional arg to sort a custom list, otherwise copies GLOB.mob_list.
|
|
/proc/sort_mobs()
|
|
var/list/moblist = list()
|
|
var/list/sortmob = sort_names(GLOB.mob_list)
|
|
for(var/mob/living/silicon/ai/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/eye/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/silicon/pai/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/silicon/robot/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/carbon/human/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/brain/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/carbon/alien/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/dead/observer/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/dead/new_player/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/basic/slime/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/simple_animal/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/basic/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
// We've already added slimes.
|
|
if(isslime(mob_to_sort))
|
|
continue
|
|
return moblist
|
|
|
|
///returns a mob type controlled by a specified ckey
|
|
/proc/get_mob_by_ckey(key)
|
|
if(!key)
|
|
return
|
|
var/mob/persistent_mob = GLOB.persistent_clients_by_ckey[key]?.mob
|
|
if(persistent_mob)
|
|
return persistent_mob
|
|
// hopefully the above will always handle it, but any time a coder thinks "no way this will happen", murphy's law guarantees it somehow will
|
|
for(var/mob/mob as anything in GLOB.mob_list)
|
|
if(mob.ckey == key)
|
|
return mob
|
|
|
|
/// Returns a string for the specified body zone. If we have a bodypart in this zone, refers to its plaintext_zone instead.
|
|
/mob/living/proc/parse_zone_with_bodypart(zone)
|
|
var/obj/item/bodypart/part = get_bodypart(zone)
|
|
|
|
return part?.plaintext_zone || parse_zone(zone)
|
|
|
|
///Return a string for the specified body zone. Should be used for parsing non-instantiated bodyparts, otherwise use [/obj/item/bodypart/var/plaintext_zone]
|
|
/proc/parse_zone(zone)
|
|
switch(zone)
|
|
if(BODY_ZONE_CHEST)
|
|
return "chest"
|
|
if(BODY_ZONE_HEAD)
|
|
return "head"
|
|
if(BODY_ZONE_PRECISE_R_HAND)
|
|
return "right hand"
|
|
if(BODY_ZONE_PRECISE_L_HAND)
|
|
return "left hand"
|
|
if(BODY_ZONE_L_ARM)
|
|
return "left arm"
|
|
if(BODY_ZONE_R_ARM)
|
|
return "right arm"
|
|
if(BODY_ZONE_L_LEG)
|
|
return "left leg"
|
|
if(BODY_ZONE_R_LEG)
|
|
return "right leg"
|
|
if(BODY_ZONE_PRECISE_L_FOOT)
|
|
return "left foot"
|
|
if(BODY_ZONE_PRECISE_R_FOOT)
|
|
return "right foot"
|
|
if(BODY_ZONE_PRECISE_GROIN)
|
|
return "groin"
|
|
else
|
|
return zone
|
|
|
|
///Takes a zone and returns its "parent" zone, if it has one.
|
|
/proc/deprecise_zone(precise_zone)
|
|
switch(precise_zone)
|
|
if(BODY_ZONE_PRECISE_GROIN)
|
|
return BODY_ZONE_CHEST
|
|
if(BODY_ZONE_PRECISE_EYES)
|
|
return BODY_ZONE_HEAD
|
|
if(BODY_ZONE_PRECISE_MOUTH)
|
|
return BODY_ZONE_HEAD
|
|
if(BODY_ZONE_PRECISE_R_HAND)
|
|
return BODY_ZONE_R_ARM
|
|
if(BODY_ZONE_PRECISE_L_HAND)
|
|
return BODY_ZONE_L_ARM
|
|
if(BODY_ZONE_PRECISE_L_FOOT)
|
|
return BODY_ZONE_L_LEG
|
|
if(BODY_ZONE_PRECISE_R_FOOT)
|
|
return BODY_ZONE_R_LEG
|
|
else
|
|
return precise_zone
|
|
|
|
///Returns a list of strings for a given slot flag.
|
|
/proc/parse_slot_flags(slot_flags)
|
|
var/list/slot_strings = list()
|
|
if(slot_flags & ITEM_SLOT_BACK)
|
|
slot_strings += "back"
|
|
if(slot_flags & ITEM_SLOT_MASK)
|
|
slot_strings += "mask"
|
|
if(slot_flags & ITEM_SLOT_NECK)
|
|
slot_strings += "neck"
|
|
if(slot_flags & ITEM_SLOT_HANDCUFFED)
|
|
slot_strings += "handcuff"
|
|
if(slot_flags & ITEM_SLOT_LEGCUFFED)
|
|
slot_strings += "legcuff"
|
|
if(slot_flags & ITEM_SLOT_BELT)
|
|
slot_strings += "belt"
|
|
if(slot_flags & ITEM_SLOT_ID)
|
|
slot_strings += "id"
|
|
if(slot_flags & ITEM_SLOT_EARS)
|
|
slot_strings += "ear"
|
|
if(slot_flags & ITEM_SLOT_EYES)
|
|
slot_strings += "glasses"
|
|
if(slot_flags & ITEM_SLOT_GLOVES)
|
|
slot_strings += "glove"
|
|
if(slot_flags & ITEM_SLOT_HEAD)
|
|
slot_strings += "head"
|
|
if(slot_flags & ITEM_SLOT_FEET)
|
|
slot_strings += "shoe"
|
|
if(slot_flags & ITEM_SLOT_OCLOTHING)
|
|
slot_strings += "oversuit"
|
|
if(slot_flags & ITEM_SLOT_ICLOTHING)
|
|
slot_strings += "undersuit"
|
|
if(slot_flags & ITEM_SLOT_SUITSTORE)
|
|
slot_strings += "suit storage"
|
|
if(slot_flags & (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET))
|
|
slot_strings += "pocket"
|
|
if(slot_flags & ITEM_SLOT_HANDS)
|
|
slot_strings += "hand"
|
|
if(slot_flags & ITEM_SLOT_DEX_STORAGE)
|
|
slot_strings += "dextrous storage"
|
|
return slot_strings
|
|
|
|
///Returns the direction that the initiator and the target are facing
|
|
/proc/check_target_facings(mob/living/initiator, mob/living/target)
|
|
/*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head.
|
|
Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time
|
|
That said, this proc should not be used if the change facing proc of the click code is overridden at the same time*/
|
|
if(!isliving(target) || target.body_position == LYING_DOWN)
|
|
//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
|
|
return FALSE
|
|
if(initiator.dir == target.dir) //mobs are facing the same direction
|
|
return FACING_SAME_DIR
|
|
if(is_source_facing_target(initiator,target) && is_source_facing_target(target,initiator)) //mobs are facing each other
|
|
return FACING_EACHOTHER
|
|
if(initiator.dir + 2 == target.dir || initiator.dir - 2 == target.dir || initiator.dir + 6 == target.dir || initiator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st
|
|
return FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR
|
|
|
|
///Returns the occupant mob or brain from a specified input
|
|
/proc/get_mob_or_brainmob(occupant)
|
|
var/mob/living/mob_occupant
|
|
|
|
if(isliving(occupant))
|
|
mob_occupant = occupant
|
|
|
|
else if(isorgan(occupant))
|
|
var/obj/item/organ/brain/brain = occupant
|
|
mob_occupant = brain.brainmob
|
|
|
|
return mob_occupant
|
|
|
|
///Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
|
|
/mob/proc/apply_pref_name(preference_type, client/requesting_client)
|
|
if(!requesting_client)
|
|
requesting_client = client
|
|
var/oldname = real_name
|
|
var/newname
|
|
var/loop = 1
|
|
var/safety = 0
|
|
|
|
var/random = CONFIG_GET(flag/force_random_names) || (requesting_client ? is_banned_from(requesting_client.ckey, "Appearance") : FALSE)
|
|
|
|
while(loop && safety < 5)
|
|
if(!safety && !random)
|
|
newname = requesting_client?.prefs?.read_preference(preference_type)
|
|
else
|
|
var/datum/preference/preference = GLOB.preference_entries[preference_type]
|
|
if (requesting_client?.prefs)
|
|
newname = preference.create_informed_default_value(requesting_client.prefs)
|
|
else
|
|
newname = preference.create_default_value()
|
|
|
|
for(var/mob/living/checked_mob in GLOB.player_list)
|
|
if(checked_mob == src)
|
|
continue
|
|
if(!newname || checked_mob.real_name == newname)
|
|
newname = null
|
|
loop++ // name is already taken so we roll again
|
|
break
|
|
loop--
|
|
safety++
|
|
|
|
if(newname)
|
|
fully_replace_character_name(oldname, newname)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
///Returns the amount of currently living players
|
|
/proc/living_player_count()
|
|
var/living_player_count = 0
|
|
for(var/mob in GLOB.player_list)
|
|
if(mob in GLOB.alive_mob_list)
|
|
living_player_count += 1
|
|
return living_player_count
|
|
|
|
GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
|
|
|
|
///Version of view() which ignores darkness, because BYOND doesn't have it (I actually suggested it but it was tagged redundant, BUT HEARERS IS A T- /rant).
|
|
/proc/dview(range = world.view, center, invis_flags = 0)
|
|
if(!center)
|
|
return
|
|
|
|
GLOB.dview_mob.loc = center
|
|
|
|
GLOB.dview_mob.set_invis_see(invis_flags)
|
|
|
|
. = view(range, GLOB.dview_mob)
|
|
GLOB.dview_mob.loc = null
|
|
|
|
/mob/dview
|
|
name = "INTERNAL DVIEW MOB"
|
|
invisibility = INVISIBILITY_ABSTRACT
|
|
density = FALSE
|
|
move_resist = INFINITY
|
|
var/ready_to_die = FALSE
|
|
|
|
/mob/dview/Initialize(mapload) //Properly prevents this mob from gaining huds or joining any global lists
|
|
SHOULD_CALL_PARENT(FALSE)
|
|
if(flags_1 & INITIALIZED_1)
|
|
stack_trace("Warning: [src]([type]) initialized multiple times!")
|
|
flags_1 |= INITIALIZED_1
|
|
return INITIALIZE_HINT_NORMAL
|
|
|
|
/mob/dview/Destroy(force = FALSE)
|
|
if(!ready_to_die)
|
|
stack_trace("ALRIGHT WHICH FUCKER TRIED TO DELETE *MY* DVIEW?")
|
|
|
|
if (!force)
|
|
return QDEL_HINT_LETMELIVE
|
|
|
|
log_world("EVACUATE THE SHITCODE IS TRYING TO STEAL MUH JOBS")
|
|
GLOB.dview_mob = new
|
|
return ..()
|
|
|
|
|
|
#define FOR_DVIEW(type, range, center, invis_flags) \
|
|
GLOB.dview_mob.loc = center; \
|
|
GLOB.dview_mob.set_invis_see(invis_flags); \
|
|
for(type in view(range, GLOB.dview_mob))
|
|
|
|
#define FOR_DVIEW_END GLOB.dview_mob.loc = null
|
|
|
|
///Makes a call in the context of a different usr. Use sparingly
|
|
/world/proc/push_usr(mob/user_mob, datum/callback/invoked_callback, ...)
|
|
var/temp = usr
|
|
usr = user_mob
|
|
if (length(args) > 2)
|
|
. = invoked_callback.Invoke(arglist(args.Copy(3)))
|
|
else
|
|
. = invoked_callback.Invoke()
|
|
usr = temp
|
|
|
|
/**
|
|
* Iterates over all mobs that can see the passed movable and adds specific mood events to them based on their personalities.
|
|
*
|
|
* * source: String source for the mood event
|
|
* * personality_to_mood: A list mapping personality types to mood event types. Example: list(/datum/personality/chill = /datum/mood_event/chill_guy)
|
|
* * range: The range in which to check for viewers. Default is view range.
|
|
* * additional args may be supplied to pass into the mood event constructor.
|
|
*/
|
|
/proc/add_personality_mood_to_viewers(atom/movable/source, mood_key, list/personality_to_mood, range, ...)
|
|
for(var/mob/living/nearby in viewers(range, source))
|
|
if(nearby.stat >= UNCONSCIOUS || nearby.is_blind())
|
|
continue
|
|
for(var/personality in personality_to_mood)
|
|
if(HAS_PERSONALITY(nearby, personality))
|
|
nearby.add_mood_event(arglist( list("[mood_key]_[personality]", personality_to_mood[personality]) + args.Copy(4) ))
|
|
break
|